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  1. #1

    Default DLV Officer Mod 2.1!

    DLV Officer Mod 2.1


    Banner by Tokus*Maximus



    Feature: This is a mod that'll add officer to many unit in ALL factor. Even the Mongol, Aztec and the new Irish Factor! Officer include also: Bowmen, foot soldier, and even Mounted Knights! You'll see all officer giving order his own unit and they won't die as easy. This can also help out your general since he usually get flank and die.

    News/Update: 6/29/07
    2.1 is release. Many fix in model.db and slight correction in EDU.

    Download 2.1:
    officer21.rar - 0.08MB
    Install:
    -Drag the file to your "C:\Program Files\SEGA\Medieval II Total War\" and replace.
    -How to install can be found in the .rar file.
    Change Log:
    -Model.DB edited to fix CTD, Phantom, Invisible Officer
    -Most Unit been edit for Slave and Merc factor so little to none
    CTD with this mod.
    -EDU been edit a bit. Fix some officer and some missing characters.
    Known Bug:
    -Rebel may have some invisible officer.
    -Some unit from Eastern Europe or Sicily may have invisible officer due to grouping issue with officer.
    -Sicily don't take Feudal Knight so some unit maybe invisible. ( I really hate Sicily, mess everything up)
    -Please report unit and factor on CTD or invisible officer.

    REQUEST: If you believe a certain unit require an officer or need to remove feel free to post your opinion.

    Future Plan:
    -Make officer mod with RC (Real Combat) mod.
    -Since you can add up to 3 extra model I hope and plan to:
    -officer (done, maybe try to make officer model or hopefully someone can provide one)
    -Flag holder (Hopefully someone make this model. I'll try to figure out how to import model when I have time)
    -Bodyguard
    Last edited by aion2006; June 30, 2007 at 12:37 PM.

  2. #2

    Default Re: DLV Officer Mod 1.0

    thank you !!!!!!!!!!!!!!!!!!!!!!

    repman

    BareBonesWars 8.1 for RTW 1.5
    Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
    Deus lo Vult DLV 6.2 for MTW II Kingdoms
    Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics

  3. #3

    Default Re: DLV Officer Mod 1.0

    Quote Originally Posted by repman View Post
    thank you !!!!!!!!!!!!!!!!!!!!!!

    repman
    lol Repman I know you have alot on your hand. So I took a crack at it.
    Plus I love your mod waayy too much. Now to test some more and finally play 3.1!

  4. #4

    Default Re: DLV Officer Mod 1.0

    Nice work, managed to get it working with LTC,

    Sure it won't unbalance the game in anyway though?

  5. #5

    Default Re: DLV Officer Mod 1.0

    Quote Originally Posted by Allu X View Post
    Nice work, managed to get it working with LTC,

    Sure it won't unbalance the game in anyway though?
    Thanks, it should work with some of the major mod.
    Unbalance? Hmm its just adding 1 soldier but officer is a bit diffent.
    He take take about 3-5 hit before he die unlike a regular soldier. That's pretty much about it.

  6. #6

    Default Re: DLV Officer Mod 1.0

    kk very nice just tried
    couple of questions
    there are some officers missing for certain types of unit, e.g retinue longbowmen, varangian guard etc

    is this intentional?

    also why do the zwei hander (hre) have 2 officers?? :O

  7. #7

    Default Re: DLV Officer Mod 1.0

    I really like this idea, however i'd like to place some suggestions about the officers.

    They should really not be on every type or troops, only on"elite" troops.

    a few troop type per tier for every faction i'd suggest, that will give it an elite feel about it, as for example i'd hate to see officers on militia troops, or even peaseants.

    Its just an idea anyway, good work Aion

  8. #8

    Default Re: DLV Officer Mod 1.0

    Quote Originally Posted by aion2006 View Post
    [U][B]DLV Officer Mod 1.0

    Future Plan:
    -Add more officer to unit thats been left out
    -Use more diffrent model if possible
    -Add officer to coordinate artillery/catapult/cannon/etc.
    -Since you can add up to 3 extra model I hope and plan to:
    -officer (done, maybe try to make officer model or hopefully someone can provide one)
    -Flag holder (Hopefully someone make this model. I'll try to figure out how to import model when I have time)
    -Bodyguard
    Aion,

    Wonderful mod! May I help with any skins? I would take an existing example and make new adaptions depending upon him being a junior officer, herald flag holder or tough bodyguard. I'll be free to do new DlV art from mid-June. -- Tokus

  9. #9

    Default Re: DLV Officer Mod 1.0

    Quote Originally Posted by Tokus*Maximus View Post
    Aion,

    Wonderful mod! May I help with any skins? I would take an existing example and make new adaptions depending upon him being a junior officer, herald flag holder or tough bodyguard. I'll be free to do new DlV art from mid-June. -- Tokus
    Tokus, you never stop now do you?

    I thought that you europeans only worked, like, 35 hours a week?

    Me, I'm just getting home. Here's what I worked this week.

    totals 40 regular, 8 holiday, 17.5 overtime, 12 double time

    BTW, this officer stuff looks really good, I'm going to try it when I switch over to 3.1, after I am done with my 3.0 campaign, which is taking awhile with work and kids and all.
    Last edited by verity_blues; June 04, 2007 at 05:14 PM.

  10. #10

    Default Re: DLV Officer Mod 1.0

    Quote Originally Posted by verity_blues View Post
    Tokus, you never stop now do you? I thought that you europeans only worked, like, 35 hours a week?

    BTW, this officer stuff looks really good, I'm going to try it when I switch over to 3.1, after I am done with my 3.0 campaign, which is taking awhile with work and kids and all.
    @Verity, hello again!
    I know I work long hours - I run my commerical art studio in central Glasgow, Scotland. I'm the boss and even own the building thou' it never stops me from downing tools immediately to get new stuff to Repman and DerDrakken when they need it. All*Star Superman production can wait for Deus lo Vult!

    @Gian Pascal
    A 'veteran' would look good with middle range regulars and a 'first man' for his militiamen if these stout captains themselves have a little touch of finery and some armour! Yes indeed!

    @Aion'06
    I'm anticipating working with you on these improved skins. Certainly fire on with standard ones as a stop gap until I'm clear of my commercial workload deadlines mid-June (this month!). I can't wait to get involved fully.

    @onlyCookie
    I wonder how many dismounted knights a Predator could take out, for sure!

    Tokus*Maximus

  11. #11

    Default Re: DLV Officer Mod 1.0

    .
    Last edited by Gian Pascal; February 18, 2010 at 05:07 PM.

  12. #12

    Default Re: DLV Officer Mod 1.0

    Quote Originally Posted by Gian Pascal View Post
    You rent studio space out? Or you co-ordinate concepts for various markets? Also... whats your opinion on the Brocken Crescent mod? It would be great if east and west would unite to create a 'complete' mod, with more factions and variation. What i love about DLV is how superbly polished it is. And with this new officer mod, it will make DLV all the more superior in concept, style, atmosphere and gameplay.
    On thread thoughts: your new officer mod is an exciting and developing prospect. I'll aim at keeping the polish levels up for your skins. Here's to all the more richer gameplay!

    @Gian Pascal, off thread thoughts... Feel free to PM me about my commercial art stuff if curious so I don't have to bore everyone and thread rot here. My thoughts on Broken Cresent? I'm aware of it and can see the logic in sprucing up DlV's eastern flank. I haven't had the chance to play it. I'll look into their forum and see what eastern elements they have developed that might compliment DlV. I wonder if Repman of DerDrakken have looked it up and thought of implimenting aspects of it. The other mod projects are always happy to trade good mod stuff between us all so here's hoping.

    Tokus*Maximus
    Last edited by Tokus*Maximus; June 04, 2007 at 02:31 PM.

  13. #13

    Default Re: DLV Officer Mod 1.0

    Thanks for all the feedback and report, I'm working on 1.1 right now which should fix:

    -Some officer remove
    -Some unit has 2 officer for some reason.
    -Some Militia unit will NOT have officer, with the exception of armor unit (Billmen/Pike/Halberd)
    -More diffrent model for officer.
    -Only professional or elite unit may have officer
    -Add/Remove some officer to bow/missile unit
    -Mercenary unit will have officer (Their leader) Slave unit WILL NOT
    -Some horse officer has been remove, only true Knights/Professional/Elite
    -Its hard for me to remember unit name so I'm busting out my "Medieval 2: Total War™ Poster that list most of the unit

    1.2 Feature:
    -Artillery unit will have officer
    -More fix/balance
    -More question with Horse/Knights Officer
    -If DLV officially implant RC1.2 (Real Combat 1.2) I'll merge my mod with it.

    Note:

    -Tokus that'll be really awesome if there's a custom skin for officer. Some kinda royal or symbol that represent the factor on him.
    -As for the flag holder, I'm putting that on hold till summer. It'll take some planing on how to implant him.

    Idea for him so far:
    -Use pikemen or billmen unit model as flag holder
    -Custom unit or just give him a new weapon (Flag)
    -Give him the Axe swing animation (High swing to flip a unit over)
    Problem:
    -I don't think the flag can wave in the air, it'll be still as a rock.
    -Flag suppose to have factor symbol on it. Since the flag is going to be a weapon model so does this mean it'll must provide one for every factor? (Ouch)
    -Possible he might be invisible when adding him as officer like some other unit.
    Last edited by aion2006; June 03, 2007 at 03:50 PM.

  14. #14

    Default Re: DLV Officer Mod 1.0

    Looking forward to helping with unit officer skins. Agree that militia don't require one, elite and quality troops only. I guess I'd base each upon the highest armoured unit skin from whatever elite unit he's for, but add visual touches from the general's fine uniform to make him special. Mid June, ay?

    -- Tokus*Maximus

  15. #15
    mrmouth's Avatar flaxen haired argonaut
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    Default Re: DLV Officer Mod 1.0

    Very nice, look forward to trying it!

  16. #16

    Default Re: DLV Officer Mod 1.0

    -Mid June perfect, thanks Tokus*Maximus! Cheers!

    I'm in a bit of a pickle. I was thinking of getting rid of all officer in militia all together. Though I'm thinking of those Armored, Halberd, billmen, heavy billmen, etc. They maybe militia but I think they count as professional or elite unit? Do they deserve an officer for handling those weapon?
    -Men-At-Arm unit. Ground Infantry and Horse, do they deserve an officer?
    -Also there's about 4 spear unit, Levy spear, spear militia sergeant spear, and armored sergeant. Looks like I'm just going to give armored sergeant an officer.

    Edit: Also it looks like officer does effect moral. I was testing a unit in battle with my 2 English knights vs 3 feudal footknights. 1st knight charge a bit left other side of the officer and wipe out many. Though they stood their ground and fight a good fight. My 2nd knight hit the 2nd unit on the right side toward the officer. Killed him, after a few second they broke and fled. Looks like the game is a tiny bit more challenging then a lone soldier that can take 3+ hit before he dies.
    Last edited by aion2006; June 03, 2007 at 04:43 PM.

  17. #17

    Default Re: DLV Officer Mod 1.0

    Quote Originally Posted by aion2006 View Post
    -Mid June perfect, thanks Tokus*Maximus! Cheers!

    I'm in a bit of a pickle. I was thinking of getting rid of all officer in militia all together. Though I'm thinking of those Armored, Halberd, billmen, heavy billmen, etc. They maybe militia but I think they count as professional or elite unit? Do they deserve an officer for handling those weapon?

    Men-At-Arm unit. Ground Infantry and Horse, do they deserve an officer?

    Also there's about 4 spear unit, Levy spear, spear militia sergeant spear, and armored sergeant. Looks like I'm just going to give armored sergeant an officer.
    How about three classes?

    I believe you are correct to drop officers for common militia, keeping them for strong elite units as fully armoured officers. However, for the mid range general professional troops (not elite nor milita) a lesser captain would do (the most armoured example with extra flourish). Thirdly, a 'first man' for the militia units - he'd be best trained militaman with armour (perhaps a retired soldier or one free from a regular unit)? Please advise.

    Your mod is such a good addition to M2TW.

    Tokus*Maximus

  18. #18
    mrmouth's Avatar flaxen haired argonaut
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    Default Re: DLV Officer Mod 1.0

    Personally I think more than just elite units should have an officer commanding them. Maybe anything other than town/spear militia to make it easy.

  19. #19

    Default Re: DLV Officer Mod 1.0

    Thank you, modding is alot harder then it look now. lol
    I just ran into a few trouble. Some officer are invisible, only swords officer will work the best. Range officer or other will go invisible or crash. But when it crash in my case, it doesn't CTD. It'll stay black out till u reset your computer. >_>

    Now I discover unit are also catagoize by NE, EE, SE, ME, etc. Put officer in the wrong section and you'll earn yourself a nice reboot.

  20. #20

    Default Re: DLV Officer Mod 1.0

    I have noticed that some rebel units have "ghost" officers...

    that is to say that the officers appear as shiny, reflective, mirrory, did i mention shiny, officers. i'm assuming its just an issue of the skins/model not having loaded up properly.

    Thankfully they do die just as easily as regular officers, but it was kinda wierd seeing a rebel army being lead by shimmering phantoms!

    (hurrah for longbows!)

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